[Mod] Carts [carts]

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Re: [Mod] Carts [carts]

by ExeterDad » Sun Mar 01, 2015 00:14

Yikes! I still don't know my right from left! Lol
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Re: [Mod] Carts [carts]

by Don » Sun Mar 01, 2015 05:01

The left and the right are always fighting. You 2 should be politicians.
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Re: [Mod] Carts [carts]

by sofar » Thu Mar 05, 2015 07:12

Could you detect if the cart runs into a cactus (or other damaging type node) and then do minetest.drop_item(cart, ....) ?

That would allow anyone to build tracks that automatically remove carts from rails, build conveyor belts that reuse carts (e.g. vacuuming them up and then putting them back in a dispenser).
 

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Re: [Mod] Carts [carts]

by 12Me21 » Thu Mar 05, 2015 14:48

Maybe the node breaker should pick up the cart (even though it's not a node). Having to crash carts into cactus to collect them (into an item transport system) seems so primitive and... minecrafty.
 

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Re: [Mod] Carts [carts]

by lag01 » Thu Mar 05, 2015 19:30

Maybe modify cart mod to sometimes check if there is rail under cart and drop cart if there is no rail.
Then you can use pistons to move rail under cart away.
 

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Re: [Mod] Carts [carts]

by 12Me21 » Thu Mar 05, 2015 23:11

lag01 wrote:Maybe modify cart mod to sometimes check if there is rail under cart and drop cart if there is no rail.
Then you can use pistons to move rail under cart away.


Yeah, that should be good. Though it would be easier to make the rail just end (so the cart falls off) than use pistons.
 

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Re: [Mod] Carts [carts]

by sofar » Fri Mar 06, 2015 00:59

lag01 wrote:Maybe modify cart mod to sometimes check if there is rail under cart and drop cart if there is no rail.
Then you can use pistons to move rail under cart away.


I really don't like the piston trickery needed, since it forces you to put a piston, a vacuum tube etc. all close together which is hard to do. At least a cactus is a non-moving block.
 

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Re: [Mod] Carts [carts]

by 12Me21 » Fri Mar 06, 2015 01:20

sofar wrote:
lag01 wrote:Maybe modify cart mod to sometimes check if there is rail under cart and drop cart if there is no rail.
Then you can use pistons to move rail under cart away.


I really don't like the piston trickery needed, since it forces you to put a piston, a vacuum tube etc. all close together which is hard to do. At least a cactus is a non-moving block.


just make the cart fall off the end of the rails.

Just think about it. How would a minecart break from hitting a cactus??
 

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Re: [Mod] Carts [carts]

by sofar » Fri Mar 06, 2015 05:16

12Me21 wrote:
sofar wrote:
lag01 wrote:Maybe modify cart mod to sometimes check if there is rail under cart and drop cart if there is no rail.
Then you can use pistons to move rail under cart away.


I really don't like the piston trickery needed, since it forces you to put a piston, a vacuum tube etc. all close together which is hard to do. At least a cactus is a non-moving block.


just make the cart fall off the end of the rails.

Just think about it. How would a minecart break from hitting a cactus??


Actually, I don't like the fact that the carts stop dead at the end of a rail, and I would indeed like to see them shoot off.
 

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Re: [Mod] Carts [carts]

by 12Me21 » Fri Mar 06, 2015 14:13

sofar wrote:
12Me21 wrote:
sofar wrote:I really don't like the piston trickery needed, since it forces you to put a piston, a vacuum tube etc. all close together which is hard to do. At least a cactus is a non-moving block.


just make the cart fall off the end of the rails.

Just think about it. How would a minecart break from hitting a cactus??


Actually, I don't like the fact that the carts stop dead at the end of a rail, and I would indeed like to see them shoot off.


Yeah, that would be good. However, wouldn't it be easier to make another rail to return the minecart to the start?
 

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Re: [Mod] Carts [carts]

by sofar » Sat Mar 07, 2015 00:59

12Me21 wrote:Yeah, that would be good. However, wouldn't it be easier to make another rail to return the minecart to the start?


that would mean rails have to always be circular tracks. In the real world, rails stop, and quite often too.
 

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Re: [Mod] Carts [carts]

by Don » Sat Mar 07, 2015 01:06

sofar wrote:
12Me21 wrote:Yeah, that would be good. However, wouldn't it be easier to make another rail to return the minecart to the start?


that would mean rails have to always be circular tracks. In the real world, rails stop, and quite often too.

What if you made an end rail that does what you want it to do. It could make it drop so the vaccuum tube can suck it up.
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Re: [Mod] Carts [carts]

by sofar » Sat Mar 07, 2015 07:40

Don wrote:What if you made an end rail that does what you want it to do. It could make it drop so the vaccuum tube can suck it up.


A stair block at the end of rails already accomplishes just that...
 

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Re: [Mod] Carts [carts]

by 12Me21 » Fri Mar 13, 2015 13:39

sofar wrote:
Don wrote:What if you made an end rail that does what you want it to do. It could make it drop so the vaccuum tube can suck it up.


A stair block at the end of rails already accomplishes just that...


hmm... the problem with that, is it's kind of a bug, so it might be fixed, which would break any rail system that uses it.
 

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Re: [Mod] Carts [carts]

by poet.nohit » Fri Mar 13, 2015 20:56

Or make it so that a piston can push the cart off the track. Something to think about.
 

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Re: [Mod] Carts [carts]

by 12Me21 » Mon Mar 16, 2015 12:41

Why not just make it so the cart will fall off the end of a rail if there isn't anything in the way?
that would be the simplest and easiest to use solution.

but still, I think it would be better to make a system that doesn't require having the cart drop as an item. just have some kind of loop, so the cart can go back to the beginning, or something.
 

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Re: [Mod] Carts [carts]

by ABJ » Thu Apr 02, 2015 16:23

Hey man, nice mod, totally adds some missing stuff to the game. But before I campaign for Celeron to put this in Minetest, I'd suggest a few features :)

-Collision detection: Collision detection is simply MINEsential for this mod, especially as the Minecraft one HAS that. And, in my opinion, it would add some more life to the carts that's currently desperately missing. At the moment, the carts are good but pretty lifeless. Oh and don't forget your monorails mod has CD also! So why not this, considering this is several times more popular?

-Sitting in the cart: I'm not a fan of having to dig 3 tall tunnel to take in cart-riders without being blindfolded all the way. And anyway, the MC one has this no? And MT is meant to be a substitute for MC no? So plz do this simple thing.

-Cargo carts: This is something that your excellent monorails mod has. And it's gonna look cool also. And (here it comes!!!) MC has this.

-A way to control which way to turn at switches: It's not nice having to either have no switches or a quasi-switch with brake rails and a sign saying "mine ur cat her n plac it wher u wont"(sigh guess I just gave you that idea :D) And also MC DOES NOT HAVE THIS :D

-Y-Switches: Krock's fork of your mod (boost_cart) demonstrates this in texture form. However, with said switching controlling, you can actually make practical use of this. Goto the last sentence of the previous feature request

-A way to "push" the cart when you're on it: Many a minecart I've lost to not being able to get in in time. So I ask, please, please, PLEASE implement this as this is VERY frustrating. You could, you know, like have the player on board face the direction he/she wants to go and point at the cart inside and punch..

-Diagonal rails: Making continuous corners for a diagonal section of rail looks unsightly and also Minecraft Classic (more well known as Manic Digger) has them. Although I know Celeron should have done this, he probably didn't because of the absence of carts. Now, with carts, you can add the appeal of this mod compared to MC's default cart implementation and thus help increase the number of ppl coming to MT with this :D


PLZ respond and add these features Please :)
And sorry if my post is rather confusing or unstructured :) or even offensive :O AND PLEASE CORRECT ANY MISTAKE!!!!

EDIT: Krock's fork's switching one is a WORKING IMPLEMENTATION!!!! EVERYBODY FULL SPEED AHEAD!!!!
Last edited by ABJ on Thu Apr 02, 2015 17:26, edited 2 times in total.
 

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Re: [Mod] Carts [carts]

by ABJ » Thu Apr 02, 2015 16:41

TenPlus1 wrote:AbJ: viewtopic.php?f=11&t=10172

OMG THAAAAAAAAANK YOOOOOUUUUUUUU!!!!!!!!!!!!!!!!!
Oh and by the way that was just a few seconds? minutes? apart from my post :D
You other people also better check this boost_cart out;It's SUPER cool!
 

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Re: [Mod] Carts [carts]

by Krock » Thu Apr 02, 2015 16:43

TenPlus1 wrote:AbJ: viewtopic.php?f=11&t=10172

Yeah but it does not contian the following points: (2nd point exists in Jordach's BFD carts version)

ABJ wrote:-Collision detection: <snip>

-Sitting in the cart: <snip>

-Diagonal rails: <snip>

It's quite hard to make diagonal rails and the current directions are already enough for the most uses.

ABJ wrote:You other people also better check this boost_cart out;It's SUPER cool!

Thanks for your interest.
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Re: [Mod] Carts [carts]

by ABJ » Thu Apr 02, 2015 17:07

Krock wrote:
TenPlus1 wrote:AbJ: viewtopic.php?f=11&t=10172

Yeah but it does not contian the following points: (2nd point exists in Jordach's BFD carts version)

ABJ wrote:-Collision detection: <snip>

-Sitting in the cart: <snip>

-Diagonal rails: <snip>

It's quite hard to make diagonal rails and the current directions are already enough for the most uses.

ABJ wrote:You other people also better check this boost_cart out;It's SUPER cool!

Thanks for your interest.


That diagonal rails thing I didn't mean THAT seriously........It was more of a thing that might make railways look better. But of course you wouldn't guess it :)

But I'm DESPERATE about that sitting in cart thingy, and although I might look up that BFD cart thing, not everybody would. In fact, most people probably wouldn't bother looking at forks. I was more of talking in my more or less former and most peoples current sense :)

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